Ari Karate

Ari Karate

@firstbaseman.bsky.social

Kccitystar from MVPMods. IT infrastructure by day, and Unity dev in training by night. I yap about modding/game dev/baseball/tech/wrasslin a lot.

75 followers48 following18 posts

馃毃 Progress Update - DirectX 8 on the left, Vulkan frame on the right. They don't match yet but that's the point: now there's something to measure. The scoreboard and strike-zone overlay aren't in the Vulkan pass yet, and the lighting is off but hey it's something!

On PC, MVP Baseball 2005 never had an internal framerate cap. Most monitors at the time went to 60hz and that was your FPS, basically. I managed to hard code an FPS limiter into the mvp2005.exe though. Now it's a consistent, solid 16.67ms/60FPS, no matter what the refresh rate. Smooth as silk.

I think EA's idea was to let the console hardware and your TV itself be the FPS limiter since all TVs did 60hz, and on PC, 60hz was like the highest for its time but the game suffers from the sim being tied to the refresh rate, kinda like Skyrim and the physics problem with Havok past 60 FPS

Doing some modding for RBI Baseball '21 by tinkering with contact shadows/ambient occlusion. Lots of cool under the hood stuff. I've also been tweaking offsets for jersey numbers too. Check out the #2 on the jersey, big change between the home (fixed) and road (default) placement!

I think AMD's Brixelizer Global Illumination is a pretty solid sweet spot between RTGI and SSGI, without the heavy-handed RTX tax. You still get performant, dynamic GI that's fast and lightweight. Did I mention it's entirely compute-based? GPUOpen鈥檚 been cooking馃敟

The scope of what I want to build in a baseball game when I write it down on paper, sounds too crazy. I鈥檓 looking to build like a completely fictional baseball universe 馃槀 Fictional teams, fictional players, fictional lore, fictional brands, all that shit.

You are up to date.